diff --git a/code/datums/factions/uscm.dm b/code/datums/factions/uscm.dm
index 1fb1df278ab0..4d13e7d285ca 100644
--- a/code/datums/factions/uscm.dm
+++ b/code/datums/factions/uscm.dm
@@ -2,15 +2,15 @@
name = "United States Colonial Marines"
faction_tag = FACTION_MARINE
-/datum/faction/uscm/modify_hud_holder(image/holder, mob/living/carbon/human/H)
- var/datum/squad/squad = H.assigned_squad
+/datum/faction/uscm/modify_hud_holder(image/holder, mob/living/carbon/human/current_human)
+ var/datum/squad/squad = current_human.assigned_squad
if(istype(squad))
- var/squad_clr = squad_colors[H.assigned_squad.color]
+ var/squad_clr = current_human.assigned_squad.equipment_color
var/marine_rk
- var/obj/item/card/id/I = H.get_idcard()
+ var/obj/item/card/id/I = current_human.get_idcard()
var/_role
- if(H.job)
- _role = H.job
+ if(current_human.job)
+ _role = current_human.job
else if(I)
_role = I.rank
switch(GET_DEFAULT_ROLE(_role))
@@ -29,42 +29,42 @@
if(JOB_MARINE_RAIDER) marine_rk = "soc"
if(JOB_MARINE_RAIDER_SL) marine_rk = "soctl"
if(JOB_MARINE_RAIDER_CMD) marine_rk = "soccmd"
- if(squad.squad_leader == H)
+ if(squad.squad_leader == current_human)
switch(squad.squad_type)
if("Squad") marine_rk = "leader_a"
if("Team") marine_rk = "soctl_a"
- H.langchat_styles = "langchat_bolded" // bold text for bold leaders
+ current_human.langchat_styles = "langchat_bolded" // bold text for bold leaders
else
- H.langchat_styles = initial(H.langchat_styles)
+ current_human.langchat_styles = initial(current_human.langchat_styles)
- H.langchat_color = squad_colors_chat[H.assigned_squad.color]
+ current_human.langchat_color = current_human.assigned_squad.chat_color
- if(!marine_rk) marine_rk = H.rank_fallback
+ if(!marine_rk) marine_rk = current_human.rank_fallback
if(marine_rk)
- var/image/IMG = image('icons/mob/hud/marine_hud.dmi', H, "hudsquad")
+ var/image/IMG = image('icons/mob/hud/marine_hud.dmi', current_human, "hudsquad")
if(squad_clr)
IMG.color = squad_clr
else
IMG.color = "#5A934A"
holder.overlays += IMG
- holder.overlays += image('icons/mob/hud/marine_hud.dmi', H, "hudsquad_[marine_rk]")
- if(H.assigned_squad && H.assigned_fireteam)
- var/image/IMG2 = image('icons/mob/hud/marine_hud.dmi', H, "hudsquad_[H.assigned_fireteam]")
+ holder.overlays += image('icons/mob/hud/marine_hud.dmi', current_human, "hudsquad_[marine_rk]")
+ if(current_human.assigned_squad && current_human.assigned_fireteam)
+ var/image/IMG2 = image('icons/mob/hud/marine_hud.dmi', current_human, "hudsquad_[current_human.assigned_fireteam]")
IMG2.color = squad_clr
holder.overlays += IMG2
- if(H.assigned_squad.fireteam_leaders[H.assigned_fireteam] == H)
- var/image/IMG3 = image('icons/mob/hud/marine_hud.dmi', H, "hudsquad_ftl")
+ if(current_human.assigned_squad.fireteam_leaders[current_human.assigned_fireteam] == current_human)
+ var/image/IMG3 = image('icons/mob/hud/marine_hud.dmi', current_human, "hudsquad_ftl")
IMG3.color = squad_clr
holder.overlays += IMG3
else
var/marine_rk
var/border_rk
var/icon_prefix = "hudsquad_"
- var/obj/item/card/id/ID = H.get_idcard()
+ var/obj/item/card/id/ID = current_human.get_idcard()
var/_role
- if(H.mind)
- _role = H.job
+ if(current_human.mind)
+ _role = current_human.job
else if(ID)
_role = ID.rank
switch(_role)
@@ -188,9 +188,9 @@
icon_prefix = "cmb_"
if(marine_rk)
- var/image/I = image('icons/mob/hud/marine_hud.dmi', H, "hudsquad")
+ var/image/I = image('icons/mob/hud/marine_hud.dmi', current_human, "hudsquad")
I.color = "#5A934A"
holder.overlays += I
- holder.overlays += image('icons/mob/hud/marine_hud.dmi', H, "[icon_prefix][marine_rk]")
+ holder.overlays += image('icons/mob/hud/marine_hud.dmi', current_human, "[icon_prefix][marine_rk]")
if(border_rk)
- holder.overlays += image('icons/mob/hud/marine_hud.dmi', H, "hudmarineborder[border_rk]")
+ holder.overlays += image('icons/mob/hud/marine_hud.dmi', current_human, "hudmarineborder[border_rk]")
diff --git a/code/game/jobs/job/marine/marine.dm b/code/game/jobs/job/marine/marine.dm
index a64701b8bfc7..e07c1edd3138 100644
--- a/code/game/jobs/job/marine/marine.dm
+++ b/code/game/jobs/job/marine/marine.dm
@@ -5,15 +5,15 @@
spawn_positions = 8
allow_additional = 1
-/datum/job/marine/generate_entry_message(mob/living/carbon/human/H)
- if(H.assigned_squad)
- entry_message_intro = "You are a [title]!
You have been assigned to: [lowertext(H.assigned_squad.name)] squad.[Check_WO() ? "" : " Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad's prep room." ]"
+/datum/job/marine/generate_entry_message(mob/living/carbon/human/current_human)
+ if(current_human.assigned_squad)
+ entry_message_intro = "You are a [title]!
You have been assigned to: [lowertext(current_human.assigned_squad.name)] squad.[Check_WO() ? "" : " Make your way to the cafeteria for some post-cryosleep chow, and then get equipped in your squad's prep room." ]"
return ..()
-/datum/job/marine/generate_entry_conditions(mob/living/carbon/human/H)
+/datum/job/marine/generate_entry_conditions(mob/living/carbon/human/current_human)
..()
if(!Check_WO())
- H.nutrition = rand(NUTRITION_VERYLOW, NUTRITION_LOW) //Start hungry for the default marine.
+ current_human.nutrition = rand(NUTRITION_VERYLOW, NUTRITION_LOW) //Start hungry for the default marine.
/datum/timelock/squad
name = "Squad Roles"
diff --git a/code/game/jobs/job/marine/squad_info.dm b/code/game/jobs/job/marine/squad_info.dm
index 1dc4ad7181cd..7e7dfcc0229a 100644
--- a/code/game/jobs/job/marine/squad_info.dm
+++ b/code/game/jobs/job/marine/squad_info.dm
@@ -17,7 +17,7 @@
update_squad_leader()
var/list/data = squad_info_data.Copy()
data["squad"] = name
- data["squad_color"] = squad_colors[color]
+ data["squad_color"] = equipment_color
data["is_lead"] = get_leadership(user)
data["objective"] = list(
"primary" = primary_objective,
diff --git a/code/game/jobs/job/marine/squads.dm b/code/game/jobs/job/marine/squads.dm
index 9f4068e8450f..fb85be012d30 100644
--- a/code/game/jobs/job/marine/squads.dm
+++ b/code/game/jobs/job/marine/squads.dm
@@ -25,29 +25,51 @@
sub_leader = "Strike Leader"
/datum/squad
- var/name //Name of the squad
+ /// Name of the squad
+ var/name
+ /// Squads ID that is set on New()
var/tracking_id = null //Used for the tracking subsystem
- var/max_positions = -1 //Maximum number allowed in a squad. Defaults to infinite
- var/color = 0 //Color for helmets, etc.
- var/list/access = list() //Which special access do we grant them
- var/omni_squad_vendor = FALSE /// Can use any squad vendor regardless of squad connection
- var/max_engineers = 3 //maximum # of engineers allowed in squad
- var/max_medics = 4 //Ditto, squad medics
+ /// Maximum number allowed in a squad. Defaults to infinite
+ var/max_positions = -1
+ /// Color for the squad marines gear overlays
+ var/equipment_color = "#FFFFFF"
+ /// The alpha for the armor overlay used by equipment color
+ var/armor_alpha = 125
+ /// Color for the squad marines langchat
+ var/chat_color = "#FFFFFF"
+ /// Which special access do we grant them
+ var/list/access = list()
+ /// Can use any squad vendor regardless of squad connection
+ var/omni_squad_vendor = FALSE
+ /// maximum # of engineers allowed in the squad
+ var/max_engineers = 3
+ /// maximum # of squad medics allowed in the squad
+ var/max_medics = 4
+ /// maximum # of specs allowed in the squad
var/max_specialists = 1
+ /// maximum # of fireteam leaders allowed in the suqad
var/max_tl = 2
+ /// maximum # of smartgunners allowed in the squad
var/max_smartgun = 1
+ /// maximum # of squad leaders allowed in the squad
var/max_leaders = 1
- var/radio_freq = 1461 //Squad radio headset frequency.
-
- ///Variables for showing up in various places
- var/usable = FALSE //Is it used in-game?
- var/roundstart = TRUE /// Whether this squad can be picked at roundstart
- var/locked = FALSE //Is it available for squad management?
- var/active = FALSE //Is it visible in overwatch?
- var/faction = FACTION_MARINE //What faction runs the squad?
-
- ///Squad Type Specifics
+ /// Squad headsets default radio frequency
+ var/radio_freq = 1461
+
+ /// Whether this squad can be used by marines
+ var/usable = FALSE
+ /// Whether this squad can be picked at roundstart
+ var/roundstart = TRUE
+ // Whether the squad is available for squad management
+ var/locked = FALSE
+ /// Whether it is visible in overwatch
+ var/active = FALSE
+ /// Which faction the squad is in
+ var/faction = FACTION_MARINE
+
+ /// What will the assistant squad leader be called
var/squad_type = "Squad" //Referenced for aSL details. Squad/Team/Cell etc.
+ /// Squad leaders icon
var/lead_icon //Referenced for SL's 'L' icon. If nulled, won't override icon for aSLs.
//vvv Do not set these in squad defines
@@ -96,35 +118,40 @@
/datum/squad/marine/alpha
name = SQUAD_MARINE_1
- color = 1
+ equipment_color = "#e61919"
+ chat_color = "#e67d7d"
access = list(ACCESS_MARINE_ALPHA)
radio_freq = ALPHA_FREQ
minimap_color = MINIMAP_SQUAD_ALPHA
/datum/squad/marine/bravo
name = SQUAD_MARINE_2
- color = 2
+ equipment_color = "#ffc32d"
+ chat_color = "#ffe650"
access = list(ACCESS_MARINE_BRAVO)
radio_freq = BRAVO_FREQ
minimap_color = MINIMAP_SQUAD_BRAVO
/datum/squad/marine/charlie
name = SQUAD_MARINE_3
- color = 3
+ equipment_color = "#c864c8"
+ chat_color = "#ff96ff"
access = list(ACCESS_MARINE_CHARLIE)
radio_freq = CHARLIE_FREQ
minimap_color = MINIMAP_SQUAD_CHARLIE
/datum/squad/marine/delta
name = SQUAD_MARINE_4
- color = 4
+ equipment_color = "#4148c8"
+ chat_color = "#828cff"
access = list(ACCESS_MARINE_DELTA)
radio_freq = DELTA_FREQ
minimap_color = MINIMAP_SQUAD_DELTA
/datum/squad/marine/echo
name = SQUAD_MARINE_5
- color = 5
+ equipment_color = "#67d692"
+ chat_color = "#67d692"
access = list(ACCESS_MARINE_ALPHA, ACCESS_MARINE_BRAVO, ACCESS_MARINE_CHARLIE, ACCESS_MARINE_DELTA)
radio_freq = ECHO_FREQ
omni_squad_vendor = TRUE
@@ -136,7 +163,8 @@
/datum/squad/marine/cryo
name = SQUAD_MARINE_CRYO
- color = 6
+ equipment_color = "#c47a50"
+ chat_color = "#c47a50"
access = list(ACCESS_MARINE_ALPHA, ACCESS_MARINE_BRAVO, ACCESS_MARINE_CHARLIE, ACCESS_MARINE_DELTA)
minimap_color = MINIMAP_SQUAD_FOXTROT
@@ -149,7 +177,8 @@
/datum/squad/marine/sof
name = SQUAD_SOF
- color = 7
+ equipment_color = "#400000"
+ chat_color = "#400000"
radio_freq = SOF_FREQ
squad_type = "Team"
lead_icon = "soctl"
@@ -168,23 +197,28 @@
/datum/squad/upp/one
name = "UPPS1"
- color = 1
+ equipment_color = "#e61919"
+ chat_color = "#e67d7d"
/datum/squad/upp/twp
name = "UPPS2"
- color = 2
+ equipment_color = "#ffc32d"
+ chat_color = "#ffe650"
/datum/squad/upp/three
name = "UPPS3"
- color = 3
+ equipment_color = "#c864c8"
+ chat_color = "#ff96ff"
/datum/squad/upp/four
name = "UPPS4"
- color = 4
+ equipment_color = "#4148c8"
+ chat_color = "#828cff"
/datum/squad/upp/kdo
name = "UPPKdo"
- color = 6
+ equipment_color = "#c47a50"
+ chat_color = "#c47a50"
squad_type = "Team"
locked = TRUE
//###############################
@@ -197,11 +231,13 @@
/datum/squad/pmc/one
name = "Team Upsilon"
- color = 3
+ equipment_color = "#c864c8"
+ chat_color = "#ff96ff"
/datum/squad/pmc/two
name = "Team Gamma"
- color = 6
+ equipment_color = "#c47a50"
+ chat_color = "#c47a50"
/datum/squad/pmc/wo
name = "Taskforce White"
@@ -331,7 +367,7 @@
/// Displays a message to squad members directly on the game map
/datum/squad/proc/send_maptext(text = "", title_text = "", only_leader = 0)
- var/message_colour = squad_colors_chat[color]
+ var/message_colour = chat_color
if(only_leader)
if(squad_leader)
var/mob/living/carbon/human/SL = squad_leader
diff --git a/code/game/supplyshuttle.dm b/code/game/supplyshuttle.dm
index b760340004f5..350d6047b2a4 100644
--- a/code/game/supplyshuttle.dm
+++ b/code/game/supplyshuttle.dm
@@ -191,11 +191,11 @@ var/datum/controller/supply/supply_controller = new()
var/list/data = list()
var/list/squad_list = list()
- for(var/datum/squad/S in RoleAuthority.squads)
- if(S.active && S.faction == faction && S.color)
+ for(var/datum/squad/current_squad in RoleAuthority.squads)
+ if(current_squad.active && current_squad.faction == faction && current_squad.equipment_color)
squad_list += list(list(
- "squad_name" = S.name,
- "squad_color" = squad_colors[S.color]
+ "squad_name" = current_squad.name,
+ "squad_color" = current_squad.equipment_color
))
data["can_pick_squad"] = can_pick_squad
diff --git a/code/game/world.dm b/code/game/world.dm
index d6ddd1fa41f6..25cd609646da 100644
--- a/code/game/world.dm
+++ b/code/game/world.dm
@@ -39,7 +39,6 @@ var/list/reboot_sfx = file2list("config/reboot_sfx.txt")
GLOB.changelog_hash = fexists(latest_changelog) ? md5(latest_changelog) : 0 //for telling if the changelog has changed recently
initialize_tgs()
- initialize_marine_armor()
#ifdef UNIT_TESTS
GLOB.test_log = "data/logs/tests.log"
diff --git a/code/modules/asset_cache/asset_list_items.dm b/code/modules/asset_cache/asset_list_items.dm
index 4ca05fe8a93c..e00f4a2d1263 100644
--- a/code/modules/asset_cache/asset_list_items.dm
+++ b/code/modules/asset_cache/asset_list_items.dm
@@ -271,7 +271,6 @@
/datum/asset/spritesheet/ranks/register()
var/icon_file = 'icons/mob/hud/marine_hud.dmi'
- var/list/squads = list("Alpha", "Bravo", "Charlie", "Delta", "Foxtrot", "Cryo")
var/list/icon_data = list(
list("Mar", null),
@@ -284,10 +283,8 @@
list("SL", "hudsquad_leader"),
)
- var/i
- for(i = 1; i < length(squads); i++)
- var/squad = squads[i]
- var/color = squad_colors[i]
+ for(var/datum/squad/marine/squad in RoleAuthority.squads)
+ var/color = squad.equipment_color
for(var/iref in icon_data)
var/list/iconref = iref
var/icon/background = icon('icons/mob/hud/marine_hud.dmi', "hudsquad", SOUTH)
diff --git a/code/modules/clothing/gloves/marine_gloves.dm b/code/modules/clothing/gloves/marine_gloves.dm
index bbddc1f10bb7..04d0b2f1c0cb 100644
--- a/code/modules/clothing/gloves/marine_gloves.dm
+++ b/code/modules/clothing/gloves/marine_gloves.dm
@@ -22,11 +22,17 @@
armor_rad = CLOTHING_ARMOR_NONE
armor_internaldamage = CLOTHING_ARMOR_LOW
var/adopts_squad_color = TRUE
+ /// The dmi where the grayscale squad overlays are contained
+ var/squad_overlay_icon = 'icons/mob/humans/onmob/hands_garb.dmi'
-/obj/item/clothing/gloves/marine/get_mob_overlay(mob/living/carbon/human/H, slot)
+/obj/item/clothing/gloves/marine/get_mob_overlay(mob/living/carbon/human/current_human, slot)
var/image/ret = ..()
- if(adopts_squad_color && slot == WEAR_HANDS && istype(H) && H.assigned_squad)
- ret.overlays += glovemarkings[H.assigned_squad.color]
+ if(!adopts_squad_color || !(current_human.assigned_squad && current_human.assigned_squad.equipment_color))
+ return ret
+ var/image/glove_overlay = image(squad_overlay_icon, icon_state = "std-gloves")
+ glove_overlay.alpha = current_human.assigned_squad.armor_alpha
+ glove_overlay.color = current_human.assigned_squad.equipment_color
+ ret.overlays += glove_overlay
return ret
/obj/item/clothing/gloves/marine/insulated
diff --git a/code/modules/clothing/head/helmet.dm b/code/modules/clothing/head/helmet.dm
index 1b66d3e1bf5f..0181d239c574 100644
--- a/code/modules/clothing/head/helmet.dm
+++ b/code/modules/clothing/head/helmet.dm
@@ -360,7 +360,7 @@ GLOBAL_LIST_INIT(allowed_helmet_items, list(
var/flags_marine_helmet = HELMET_SQUAD_OVERLAY|HELMET_GARB_OVERLAY|HELMET_DAMAGE_OVERLAY
var/helmet_bash_cooldown = 0
- var/specialty = "M10 pattern marine" //Give them a specialty var so that they show up correctly in vendors.
+ var/specialty = "M10 pattern marine" //Give them a specialty var so that they show up correctly in vendors. speciality does NOTHING if you have NO_NAME_OVERRIDE.
valid_accessory_slots = list(ACCESSORY_SLOT_HELM_C)
restricted_accessory_slots = list(ACCESSORY_SLOT_HELM_C)
item_icons = list(
@@ -372,8 +372,8 @@ GLOBAL_LIST_INIT(allowed_helmet_items, list(
var/storage_slots_reserved_for_garb = 1
var/storage_max_w_class = SIZE_TINY // can hold tiny items only, EXCEPT for glasses & metal flask.
var/storage_max_storage_space = 4
-
- //speciality does NOTHING if you have NO_NAME_OVERRIDE
+ /// The dmi where the grayscale squad overlays are contained
+ var/helmet_overlay_icon = 'icons/mob/humans/onmob/head_1.dmi'
/obj/item/clothing/head/helmet/marine/New(loc,
new_protection[] = list(MAP_ICE_COLONY = ICE_PLANET_MIN_COLD_PROT))
diff --git a/code/modules/clothing/suits/marine_armor.dm b/code/modules/clothing/suits/marine_armor.dm
index c6a2f7fcc32b..c78e6782a833 100644
--- a/code/modules/clothing/suits/marine_armor.dm
+++ b/code/modules/clothing/suits/marine_armor.dm
@@ -28,44 +28,6 @@
#define SOF 7
#define NOSQUAD 8
-var/list/armormarkings = list()
-var/list/armormarkings_sql = list()
-var/list/helmetmarkings = list()
-var/list/helmetmarkings_sql = list()
-var/list/glovemarkings = list()
-var/list/squad_colors = list(rgb(230,25,25), rgb(255,195,45), rgb(200,100,200), rgb(65,72,200), rgb(103,214,146), rgb(196, 122, 80), rgb(64, 0, 0))
-var/list/squad_colors_chat = list(rgb(230,125,125), rgb(255,230,80), rgb(255,150,255), rgb(130,140,255), rgb(103,214,146), rgb(196, 122, 80), rgb(64, 0, 0))
-
-/proc/initialize_marine_armor()
- var/i
- for(i=1, i<(length(squad_colors) + 1), i++)
- var/squad_color = squad_colors[i]
- var/armor_color = rgb(hex2num(copytext(squad_color, 2, 4)), hex2num(copytext(squad_color, 4, 6)), hex2num(copytext(squad_color, 6, 8)), 125)
-
- var/image/armor
- var/image/helmet
- var/image/glove
-
- armor = image('icons/mob/humans/onmob/suit_1.dmi',icon_state = "std-armor")
- armor.color = armor_color
- armormarkings += armor
- armor = image('icons/mob/humans/onmob/suit_1.dmi',icon_state = "sql-armor")
- armor.color = armor_color
- armormarkings_sql += armor
-
- helmet = image('icons/mob/humans/onmob/head_1.dmi',icon_state = "std-helmet")
- helmet.color = armor_color
- helmetmarkings += helmet
- helmet = image('icons/mob/humans/onmob/head_1.dmi',icon_state = "sql-helmet")
- helmet.color = armor_color
- helmetmarkings_sql += helmet
-
- glove = image('icons/mob/humans/onmob/hands_garb.dmi',icon_state = "std-gloves")
- glove.color = armor_color
- glovemarkings += glove
-
-
-
// MARINE STORAGE ARMOR
/obj/item/clothing/suit/storage/marine
@@ -122,7 +84,7 @@ var/list/squad_colors_chat = list(rgb(230,125,125), rgb(255,230,80), rgb(255,150
var/armor_overlays[]
actions_types = list(/datum/action/item_action/toggle)
var/flags_marine_armor = ARMOR_SQUAD_OVERLAY|ARMOR_LAMP_OVERLAY
- var/specialty = "M3 pattern marine" //Same thing here. Give them a specialty so that they show up correctly in vendors.
+ var/specialty = "M3 pattern marine" //Same thing here. Give them a specialty so that they show up correctly in vendors. speciality does NOTHING if you have NO_NAME_OVERRIDE
w_class = SIZE_HUGE
uniform_restricted = list(/obj/item/clothing/under/marine)
sprite_sheets = list(SPECIES_MONKEY = 'icons/mob/humans/species/monkeys/onmob/suit_monkey_1.dmi')
@@ -132,7 +94,8 @@ var/list/squad_colors_chat = list(rgb(230,125,125), rgb(255,230,80), rgb(255,150
drop_sound = "armorequip"
equip_sounds = list('sound/handling/putting_on_armor1.ogg')
var/armor_variation = 0
- //speciality does NOTHING if you have NO_NAME_OVERRIDE
+ /// The dmi where the grayscale squad overlays are contained
+ var/squad_overlay_icon = 'icons/mob/humans/onmob/suit_1.dmi'
/obj/item/clothing/suit/storage/marine/Initialize(mapload)
. = ..()
diff --git a/code/modules/cm_marines/marines_consoles.dm b/code/modules/cm_marines/marines_consoles.dm
index 3539a43e6c15..36535a0b5141 100644
--- a/code/modules/cm_marines/marines_consoles.dm
+++ b/code/modules/cm_marines/marines_consoles.dm
@@ -594,11 +594,11 @@
/obj/structure/machinery/computer/squad_changer/ui_static_data(mob/user)
var/list/data = list()
var/list/squads = list()
- for(var/datum/squad/S in RoleAuthority.squads)
- if(S.name != "Root" && !S.locked && S.active && S.faction == faction)
+ for(var/datum/squad/current_squad in RoleAuthority.squads)
+ if(current_squad.name != "Root" && !current_squad.locked && current_squad.active && current_squad.faction == faction)
var/list/squad = list(list(
- "name" = S.name,
- "color" = S.color-1
+ "name" = current_squad.name,
+ "color" = current_squad.equipment_color
))
squads += squad
data["squads"] = squads
diff --git a/code/modules/mob/dead/observer/orbit.dm b/code/modules/mob/dead/observer/orbit.dm
index 94d1203493da..a77138668d72 100644
--- a/code/modules/mob/dead/observer/orbit.dm
+++ b/code/modules/mob/dead/observer/orbit.dm
@@ -134,7 +134,7 @@
serialized["icon"] = icon ? icon : "private"
if(human.assigned_squad)
- serialized["background_color"] = human.assigned_squad.color ? squad_colors[human.assigned_squad.color] : human.assigned_squad.minimap_color
+ serialized["background_color"] = human.assigned_squad.equipment_color ? human.assigned_squad.equipment_color : human.assigned_squad.minimap_color
else
serialized["background_color"] = human.assigned_equipment_preset?.minimap_background
diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm
index f74b65c2606d..6ee249a6333e 100644
--- a/code/modules/mob/living/carbon/human/update_icons.dm
+++ b/code/modules/mob/living/carbon/human/update_icons.dm
@@ -367,7 +367,6 @@ Applied by gun suicide and high impact bullet executions, removed by rejuvenate,
overlays_standing[GLOVES_LAYER] = I
apply_overlay(GLOVES_LAYER)
-
/mob/living/carbon/human/update_inv_glasses()
remove_overlay(GLASSES_LAYER)
if(glasses)
@@ -458,12 +457,15 @@ Applied by gun suicide and high impact bullet executions, removed by rejuvenate,
if(istype(head, /obj/item/clothing/head/helmet/marine))
var/obj/item/clothing/head/helmet/marine/marine_helmet = head
if(assigned_squad && marine_helmet.flags_marine_helmet & HELMET_SQUAD_OVERLAY)
- var/datum/squad/S = assigned_squad
- var/leader = S.squad_leader == src
- if(S.color <= helmetmarkings.len)
- var/image/J = leader? helmetmarkings_sql[S.color] : helmetmarkings[S.color]
- J.layer = -HEAD_SQUAD_LAYER
- overlays_standing[HEAD_SQUAD_LAYER] = J
+ if(assigned_squad && assigned_squad.equipment_color)
+ var/leader = assigned_squad.squad_leader
+ var/image/helmet_overlay = image(marine_helmet.helmet_overlay_icon, icon_state = "std-helmet")
+ if(leader == src)
+ helmet_overlay = image(marine_helmet.helmet_overlay_icon, icon_state = "sql-helmet")
+ helmet_overlay.layer = -HEAD_SQUAD_LAYER
+ helmet_overlay.alpha = assigned_squad.armor_alpha
+ helmet_overlay.color = assigned_squad.equipment_color
+ overlays_standing[HEAD_SQUAD_LAYER] = helmet_overlay
apply_overlay(HEAD_SQUAD_LAYER)
var/num_helmet_overlays = 0
@@ -517,14 +519,16 @@ Applied by gun suicide and high impact bullet executions, removed by rejuvenate,
if(istype(wear_suit, /obj/item/clothing/suit/storage/marine))
var/obj/item/clothing/suit/storage/marine/marine_armor = wear_suit
if(marine_armor.flags_marine_armor & ARMOR_SQUAD_OVERLAY)
- if(assigned_squad)
- var/datum/squad/S = assigned_squad
- var/leader = S.squad_leader == src
- if(S.color <= helmetmarkings.len)
- var/image/J = leader? armormarkings_sql[S.color] : armormarkings[S.color]
- J.layer = -SUIT_SQUAD_LAYER
- overlays_standing[SUIT_SQUAD_LAYER] = J
- apply_overlay(SUIT_SQUAD_LAYER)
+ if(assigned_squad && assigned_squad.equipment_color)
+ var/leader = assigned_squad.squad_leader
+ var/image/squad_overlay = image(marine_armor.squad_overlay_icon, icon_state = "std-armor")
+ if(leader == src)
+ squad_overlay = image(marine_armor.squad_overlay_icon, icon_state = "sql-armor")
+ squad_overlay.layer = -SUIT_SQUAD_LAYER
+ squad_overlay.alpha = assigned_squad.armor_alpha
+ squad_overlay.color = assigned_squad.equipment_color
+ overlays_standing[SUIT_SQUAD_LAYER] = squad_overlay
+ apply_overlay(SUIT_SQUAD_LAYER)
if(marine_armor.armor_overlays.len)
var/image/K
diff --git a/tgui/packages/tgui/interfaces/SquadMod.js b/tgui/packages/tgui/interfaces/SquadMod.js
index 85ff237d3aac..15ce727a5341 100644
--- a/tgui/packages/tgui/interfaces/SquadMod.js
+++ b/tgui/packages/tgui/interfaces/SquadMod.js
@@ -5,7 +5,6 @@ import { Window } from '../layouts';
export const SquadMod = (props, context) => {
const { act, data } = useBackend(context);
const { squads = [], human, id_name, has_id } = data;
- const COLORS_SPECTRUM = ['red', 'yellow', 'purple', 'teal', 'brown', 'grey'];
return (
@@ -47,7 +46,7 @@ export const SquadMod = (props, context) => {
key={entry.name}
fluid
content={entry.name}
- color={COLORS_SPECTRUM[entry.color]}
+ backgroundColor={entry.color}
onClick={() =>
act('PRG_squad', {
name: entry.name,